// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" #include #include "nel/3d/zone_manager.h" #include "nel/misc/path.h" #include "nel/misc/file.h" using namespace std; using namespace NLMISC; namespace NL3D { // ------------------------------------------------------------------------------------------------ // CZoneManager // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ CZoneManager::CZoneManager() { _RemovingZone= false; _ZoneTileColorMono = true; _ZoneTileColorFactor = 1.0f; _LastArea= 0; _LastX= _LastY= (uint32) ~0; } // ------------------------------------------------------------------------------------------------ CZoneManager::~CZoneManager() { } // ------------------------------------------------------------------------------------------------ uint CZoneManager::getNumZoneLeftToLoad () { // Make a set of the loaded zone set zoneLoaded; uint32 i; for (i = 0; i < _LoadedZones.size(); ++i) { zoneLoaded.insert (_LoadedZones[i]); } // Check for each zone in the list if they are loaded or not uint zoneCount = 0; for (i = 0; i < _ZoneList.size(); ++i) { if (zoneLoaded.find (_ZoneList[i]) == zoneLoaded.end ()) zoneCount++; } return zoneCount; } // ------------------------------------------------------------------------------------------------ void CZoneManager::checkZonesAround (uint x, uint y, uint area, const std::vector *validZoneIds) { if (_RemovingZone) return; // Obtain the new set of zones around if ( (x != _LastX) || (y != _LastY) || (area != _LastArea) ) getListZoneId (x, y, area, _ZoneList, validZoneIds); _LastX = x; _LastY = y; _LastArea = area; // **** Look if we have zone loaded that is not needed anymore uint32 i, j; for (i = 0; i < _LoadedZones.size(); ++i) { // If the loadedzone i do not appear in the zone list so we have to remove it bool bFound = false; uint16 nLoadedZone = _LoadedZones[i]; for (j = 0; j < _ZoneList.size(); ++j) { if (_ZoneList[j] == nLoadedZone) { bFound = true; break; } } if (!bFound) { // Remove the zone nLoadedZone _IdZoneToRemove = nLoadedZone; _RemovingZone = true; return; } } // **** Look if we have zone not already loaded for (i = 0; i < _ZoneList.size(); ++i) { // If the zone requested appear in the zone loaded, we don't have to load it bool bFound = false; uint16 nZone = _ZoneList[i]; for (j = 0; j < _LoadedZones.size(); ++j) { if (_LoadedZones[j] == nZone) { bFound = true; break; } } // if the zone is not already loaded if (!bFound) { // Already loading ? std::list::iterator ite = _LoadingZones.begin (); while (ite != _LoadingZones.end()) { if (ite->ZoneToAddId == nZone) break; // Next loading zone ite++; } // Not loading ? if (ite == _LoadingZones.end()) { // Add a new zone to load _LoadingZones.push_back(CLoadingZone ()); CLoadingZone &newZone = _LoadingZones.back(); newZone.ZoneToAddName = getZoneNameFromId(nZone); newZone.ZoneToAddId = nZone; newZone.Zone = NULL; // We have to load this zone. add a load task CAsyncFileManager &rAFM = CAsyncFileManager::getInstance(); // Make a position uint x, y; getZonePos (newZone.ZoneToAddId, x, y); CVector v = CVector ((float)x, -(float)y, 0); rAFM.addTask (new CZoneLoadingTask(newZone.ZoneToAddName, &newZone.Zone, v, _ZoneTileColorMono, _ZoneTileColorFactor)); } } } } // ------------------------------------------------------------------------------------------------ bool CZoneManager::isWorkComplete (CZoneManager::SZoneManagerWork &rWork) { // Check if there is someting to add std::list::iterator ite = _LoadingZones.begin (); while (ite != _LoadingZones.end()) { // Loaded ? if (ite->Zone) { rWork.ZoneAdded = true; rWork.NameZoneAdded = ite->ZoneToAddName; rWork.ZoneRemoved = false; rWork.IdZoneToRemove = 0; rWork.NameZoneRemoved = ""; rWork.Zone = const_cast(ite->Zone); _LoadedZones.push_back (ite->ZoneToAddId); // Remove from loading zone _LoadingZones.erase(ite); return true; } // Next zone ite++; } if (_RemovingZone) { _RemovingZone = false; rWork.ZoneAdded = false; rWork.NameZoneAdded = ""; rWork.ZoneRemoved = true; rWork.IdZoneToRemove = _IdZoneToRemove; rWork.NameZoneRemoved = getZoneNameFromId(_IdZoneToRemove); uint32 i, j; for (i = 0 ; i < _LoadedZones.size(); ++i) if (_LoadedZones[i] == _IdZoneToRemove) break; if (i < _LoadedZones.size()) { for (j = i; j < _LoadedZones.size()-1; ++j) _LoadedZones[j] = _LoadedZones[j+1]; _LoadedZones.resize(_LoadedZones.size()-1); } rWork.Zone = NULL; return true; } return false; } // ------------------------------------------------------------------------------------------------ void CZoneManager::clear() { nlassert(_LoadingZones.size() == 0); _LoadedZones.clear(); _RemovingZone = false; } // ------------------------------------------------------------------------------------------------ // CZoneLoadingTask // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ CZoneLoadingTask::CZoneLoadingTask(const std::string &sZoneName, TVolatileZonePtr *ppZone, CVector &pos, bool monochrome, float factor) { *ppZone = NULL; _Zone = ppZone; _ZoneName = sZoneName; Position = pos; _Monochrome = monochrome; _TileColorFactor = max(0.0f, factor); } // ------------------------------------------------------------------------------------------------ void CZoneLoadingTask::run(void) { // Lookup the zone string zonePathLookup = CPath::lookup (_ZoneName, false, false, true); if (zonePathLookup == "") zonePathLookup = _ZoneName; CZone *ZoneTmp = new CZone; CIFile file; file.setAsyncLoading(true); file.setCacheFileOnOpen(true); if(file.open(zonePathLookup)) { ZoneTmp->serial(file); file.close(); ZoneTmp->setTileColor(_Monochrome, _TileColorFactor); *_Zone = ZoneTmp; } else { //nldebug("CZoneLoadingTask::run(): File not found: %s", zonePathLookup.c_str ()); delete ZoneTmp; *_Zone = (CZone*)-1; // Return error } delete this; } // *************************************************************************** void CZoneLoadingTask::getName (std::string &result) const { result = "LoadZone(" + _ZoneName + ")"; } // *************************************************************************** CZoneLoadingTask::~CZoneLoadingTask() { } } // NL3D